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authorHans Goudey <h.goudey@me.com>2022-07-20 05:50:45 +0300
committerHans Goudey <h.goudey@me.com>2022-07-20 05:50:45 +0300
commit8c5d90f5ce928e45249ddd9f642c24b6dd69d64c (patch)
treeccbbf8f065eadbe85cdc1f8d70a9d036e9c030b5 /source/blender/editors/mesh
parent111bf7d76b080555fd524b2b4a138bcad2e5b206 (diff)
parent215f805ce6b540177dedd71721e62c56a764a5ea (diff)
Merge branch 'master' into temp-legacy-mesh-format-optiontemp-legacy-mesh-format-option
Diffstat (limited to 'source/blender/editors/mesh')
-rw-r--r--source/blender/editors/mesh/editface.cc51
-rw-r--r--source/blender/editors/mesh/editmesh_utils.c228
2 files changed, 236 insertions, 43 deletions
diff --git a/source/blender/editors/mesh/editface.cc b/source/blender/editors/mesh/editface.cc
index 69fe69fe117..b69cd8b8606 100644
--- a/source/blender/editors/mesh/editface.cc
+++ b/source/blender/editors/mesh/editface.cc
@@ -551,3 +551,54 @@ void paintvert_select_ungrouped(Object *ob, bool extend, bool flush_flags)
paintvert_flush_flags(ob);
}
}
+
+void paintvert_hide(bContext *C, Object *ob, const bool unselected)
+{
+ Mesh *const me = BKE_mesh_from_object(ob);
+
+ if (me == NULL || me->totvert == 0) {
+ return;
+ }
+
+ for (int i = 0; i < me->totvert; i++) {
+ MVert *const mvert = &me->mvert[i];
+
+ if ((mvert->flag & ME_HIDE) == 0) {
+ if (((mvert->flag & SELECT) == 0) == unselected) {
+ mvert->flag |= ME_HIDE;
+ }
+ }
+
+ if (mvert->flag & ME_HIDE) {
+ mvert->flag &= ~SELECT;
+ }
+ }
+
+ BKE_mesh_flush_hidden_from_verts(me);
+
+ paintvert_flush_flags(ob);
+ paintvert_tag_select_update(C, ob);
+}
+
+void paintvert_reveal(bContext *C, Object *ob, const bool select)
+{
+ Mesh *const me = BKE_mesh_from_object(ob);
+
+ if (me == NULL || me->totvert == 0) {
+ return;
+ }
+
+ for (int i = 0; i < me->totvert; i++) {
+ MVert *const mvert = &me->mvert[i];
+
+ if (mvert->flag & ME_HIDE) {
+ SET_FLAG_FROM_TEST(mvert->flag, select, SELECT);
+ mvert->flag &= ~ME_HIDE;
+ }
+ }
+
+ BKE_mesh_flush_hidden_from_verts(me);
+
+ paintvert_flush_flags(ob);
+ paintvert_tag_select_update(C, ob);
+}
diff --git a/source/blender/editors/mesh/editmesh_utils.c b/source/blender/editors/mesh/editmesh_utils.c
index 83968955583..ac5530c8ea9 100644
--- a/source/blender/editors/mesh/editmesh_utils.c
+++ b/source/blender/editors/mesh/editmesh_utils.c
@@ -593,13 +593,143 @@ UvMapVert *BM_uv_vert_map_at_index(UvVertMap *vmap, uint v)
return vmap->vert[v];
}
+#define INVALID_ISLAND ((unsigned int)-1)
+
+static void bm_uv_assign_island(UvElementMap *element_map,
+ UvElement *element,
+ int nisland,
+ uint *map,
+ UvElement *islandbuf,
+ int islandbufsize)
+{
+ element->island = nisland;
+ map[element - element_map->buf] = islandbufsize;
+
+ /* Copy *element to islandbuf[islandbufsize]. */
+ islandbuf[islandbufsize].l = element->l;
+ islandbuf[islandbufsize].separate = element->separate;
+ islandbuf[islandbufsize].loop_of_poly_index = element->loop_of_poly_index;
+ islandbuf[islandbufsize].island = element->island;
+ islandbuf[islandbufsize].flag = element->flag;
+}
+
+static int bm_uv_edge_select_build_islands(UvElementMap *element_map,
+ const Scene *scene,
+ UvElement *islandbuf,
+ uint *map,
+ bool uv_selected,
+ int cd_loop_uv_offset)
+{
+ int totuv = element_map->totalUVs;
+
+ /* For each UvElement, locate the "separate" UvElement that precedes it in the linked list. */
+ UvElement **head_table = MEM_mallocN(sizeof(*head_table) * totuv, "uv_island_head_table");
+ for (int i = 0; i < totuv; i++) {
+ UvElement *head = element_map->buf + i;
+ if (head->separate) {
+ UvElement *element = head;
+ while (element) {
+ head_table[element - element_map->buf] = head;
+ element = element->next;
+ if (element && element->separate) {
+ break;
+ }
+ }
+ }
+ }
+
+ /* Depth first search the graph, building islands as we go. */
+ int nislands = 0;
+ int islandbufsize = 0;
+ int stack_upper_bound = totuv;
+ UvElement **stack_uv = MEM_mallocN(sizeof(*stack_uv) * stack_upper_bound,
+ "uv_island_element_stack");
+ int stacksize_uv = 0;
+ for (int i = 0; i < totuv; i++) {
+ UvElement *element = element_map->buf + i;
+ if (element->island != INVALID_ISLAND) {
+ /* Unique UV (element and all it's children) are already part of an island. */
+ continue;
+ }
+
+ /* Create a new island, i.e. nislands++. */
+
+ BLI_assert(element->separate); /* Ensure we're the head of this unique UV. */
+
+ /* Seed the graph search. */
+ stack_uv[stacksize_uv++] = element;
+ while (element) {
+ bm_uv_assign_island(element_map, element, nislands, map, islandbuf, islandbufsize++);
+ element = element->next;
+ if (element && element->separate) {
+ break;
+ }
+ }
+
+ /* Traverse the graph. */
+ while (stacksize_uv) {
+ BLI_assert(stacksize_uv < stack_upper_bound);
+ element = stack_uv[--stacksize_uv];
+ while (element) {
+
+ /* Scan forwards around the BMFace that contains element->l. */
+ if (!uv_selected || uvedit_edge_select_test(scene, element->l, cd_loop_uv_offset)) {
+ UvElement *next = BM_uv_element_get(element_map, element->l->next->f, element->l->next);
+ if (next->island == INVALID_ISLAND) {
+ UvElement *tail = head_table[next - element_map->buf];
+ stack_uv[stacksize_uv++] = tail;
+ while (tail) {
+ bm_uv_assign_island(element_map, tail, nislands, map, islandbuf, islandbufsize++);
+ tail = tail->next;
+ if (tail && tail->separate) {
+ break;
+ }
+ }
+ }
+ }
+
+ /* Scan backwards around the BMFace that contains element->l. */
+ if (!uv_selected || uvedit_edge_select_test(scene, element->l->prev, cd_loop_uv_offset)) {
+ UvElement *prev = BM_uv_element_get(element_map, element->l->prev->f, element->l->prev);
+ if (prev->island == INVALID_ISLAND) {
+ UvElement *tail = head_table[prev - element_map->buf];
+ stack_uv[stacksize_uv++] = tail;
+ while (tail) {
+ bm_uv_assign_island(element_map, tail, nislands, map, islandbuf, islandbufsize++);
+ tail = tail->next;
+ if (tail && tail->separate) {
+ break;
+ }
+ }
+ }
+ }
+
+ /* The same for all the UvElements in this unique UV. */
+ element = element->next;
+ if (element && element->separate) {
+ break;
+ }
+ }
+ }
+ nislands++;
+ }
+ BLI_assert(islandbufsize == totuv);
+
+ MEM_SAFE_FREE(stack_uv);
+ MEM_SAFE_FREE(head_table);
+
+ return nislands;
+}
+
UvElementMap *BM_uv_element_map_create(BMesh *bm,
const Scene *scene,
- const bool face_selected,
const bool uv_selected,
const bool use_winding,
const bool do_islands)
{
+ /* In uv sync selection, all UVs are visible. */
+ const bool face_selected = !(scene->toolsettings->uv_flag & UV_SYNC_SELECTION);
+
BMVert *ev;
BMFace *efa;
BMLoop *l;
@@ -623,15 +753,21 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
/* generate UvElement array */
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
- if (!face_selected || BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
- if (!uv_selected) {
- totuv += efa->len;
- }
- else {
- BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
- if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
- totuv++;
- }
+ if (BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
+ continue;
+ }
+
+ if (face_selected && !BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
+ continue;
+ }
+
+ if (!uv_selected) {
+ totuv += efa->len;
+ }
+ else {
+ BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
+ if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
+ totuv++;
}
}
}
@@ -649,46 +785,48 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
"UvElement");
if (use_winding) {
- winding = MEM_mallocN(sizeof(*winding) * totfaces, "winding");
+ winding = MEM_callocN(sizeof(*winding) * totfaces, "winding");
}
BM_ITER_MESH_INDEX (efa, &iter, bm, BM_FACES_OF_MESH, j) {
- if (use_winding) {
- winding[j] = false;
+ if (BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
+ continue;
}
- if (!face_selected || BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
- float(*tf_uv)[2] = NULL;
-
- if (use_winding) {
- tf_uv = (float(*)[2])BLI_buffer_reinit_data(&tf_uv_buf, vec2f, efa->len);
- }
+ if (face_selected && !BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
+ continue;
+ }
- BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
- if (uv_selected && !uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
- continue;
- }
+ float(*tf_uv)[2] = NULL;
- buf->l = l;
- buf->separate = 0;
- buf->island = INVALID_ISLAND;
- buf->loop_of_poly_index = i;
+ if (use_winding) {
+ tf_uv = (float(*)[2])BLI_buffer_reinit_data(&tf_uv_buf, vec2f, efa->len);
+ }
- buf->next = element_map->vert[BM_elem_index_get(l->v)];
- element_map->vert[BM_elem_index_get(l->v)] = buf;
+ BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
+ if (uv_selected && !uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
+ continue;
+ }
- if (use_winding) {
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- copy_v2_v2(tf_uv[i], luv->uv);
- }
+ buf->l = l;
+ buf->separate = 0;
+ buf->island = INVALID_ISLAND;
+ buf->loop_of_poly_index = i;
- buf++;
- }
+ buf->next = element_map->vert[BM_elem_index_get(l->v)];
+ element_map->vert[BM_elem_index_get(l->v)] = buf;
if (use_winding) {
- winding[j] = cross_poly_v2(tf_uv, efa->len) > 0;
+ luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
+ copy_v2_v2(tf_uv[i], luv->uv);
}
+
+ buf++;
+ }
+
+ if (winding) {
+ winding[j] = cross_poly_v2(tf_uv, efa->len) > 0;
}
}
@@ -771,6 +909,15 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
island_number = MEM_mallocN(sizeof(*island_number) * totfaces, "uv_island_number_face");
copy_vn_i(island_number, totfaces, INVALID_ISLAND);
+ const bool use_uv_edge_connectivity = scene->toolsettings->uv_flag & UV_SYNC_SELECTION ?
+ scene->toolsettings->selectmode & SCE_SELECT_EDGE :
+ scene->toolsettings->uv_selectmode & UV_SELECT_EDGE;
+ if (use_uv_edge_connectivity) {
+ nislands = bm_uv_edge_select_build_islands(
+ element_map, scene, islandbuf, map, uv_selected, cd_loop_uv_offset);
+ islandbufsize = totuv;
+ }
+
/* at this point, every UvElement in vert points to a UvElement sharing the same vertex.
* Now we should sort uv's in islands. */
for (i = 0; i < totuv; i++) {
@@ -798,13 +945,8 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
if (element->l->f == efa) {
/* found the uv corresponding to our face and vertex.
* Now fill it to the buffer */
- element->island = nislands;
- map[element - element_map->buf] = islandbufsize;
- islandbuf[islandbufsize].l = element->l;
- islandbuf[islandbufsize].separate = element->separate;
- islandbuf[islandbufsize].loop_of_poly_index = element->loop_of_poly_index;
- islandbuf[islandbufsize].island = nislands;
- islandbufsize++;
+ bm_uv_assign_island(
+ element_map, element, nislands, map, islandbuf, islandbufsize++);
for (element = initelement; element; element = element->next) {
if (element->separate && element != initelement) {